Thursday, October 4, 2012

On Mists of Pandaria and Female Model Designs

Some great articles I ran across here that I thought I'd share.


First, this article at 6D is slightly dated but many of the sentiments within were shared by my wife when she tried the Mists of Pandaria beta earlier this year...it was enough of a deterrent that this is the first World of Warcraft supplement that she didn't pick up on midnight of release and in fact she shocked me by indicating that she didn't want it. At All. Whoa. She's sticking to Star Wars: The Old Republic and Guild Wars 2, instead. I, of course, have eschewed WoW entirely now in favor of Rift and GW2 (albeit for slightly different reasons than my wife).* I guess the slow change is starting to bubble up to the surface.

Rho at The Border House then discusses the ethos of design in female models, contrasting two very different takes on how to do it by demonstrating some of the underlying problems evident in Bioware's pool of artists (for anyone who's ever been bothered by the fact that the Asari are so demonstrably female in a human sense, here is why) and then contrasting it with just how impressive and interesting the charr of Guild Wars 2 are. It's an interesting example of how sometimes it's all a matter of attitude and approach when it comes to intelligent art design.

[image]
C'mon Bioware, even the comic artists could figure out a way to make female Turians work. I like how this image plays off of the avian element, that Turian men are more pronouncedly spiky and the females, like avians on Earth, are remarkably functional and plain.
Female charr. Anyone who has cats knows that there's an incredibly subtle but distinct difference between male and female cats, especially in the eyes; I like how they have managed to capture a variation of that essence in charr.

On other news: one of my wife's many, many guild mates kindly gifted her a copy of Borderlands 2. My wife was delighted to at last own a game that I didn't...! I just can't bring myself to pick it up. Borderlands the first was fun for a while but I burned out on it long before finishing the campaign or exploring the DLC; the story elements were mostly front-loaded and brief in that game, and if Yahtzee's review is anything to go by the sequel doesn't do it any differently, which is a terrible shame. I like the look of the Borderlands universe, but it's a hollow experience outside of shooting and gear management. It's been likened to Diablo, but Diablo III has a demonstrably more interesting and engaging story experience that Borderlands did. Not a good thing for someone like me. Easier to just keep playing other games on my roster that deserve attention--like, say, Kingdoms of Amalur: Reckoning or even Rage.

Speaking of Rage, talk about a game that jumped the shark. Not even 6 hours in and it springs this whole "us vs. the evil faceless empire" out of the blue on me. Someone in the scripting dept. for that game apparently has never heard of foreshadowing. We'll see if I get back to it anytime soon. With my drive to get somewhere in Rift and Resident Evil 6....we shall see.

*The pandas weird me out

Hominid; also, Blogger is being difficult

For some reason all of my sidebars disappear if they appear below the "favorites" app. What on earth...so for now my "Blogs I'm Following" bar will have to be at the bottom until I can figure out what's up. Weird!

In the interim, here's another cool video from Vimeo:


Hominid from Brian Andrews on Vimeo.

Thirty One Days of Horror: Resident Evil - Extinction



Day Four: Resident Evil: Extinction

2007 demonstrated that you could take an established franchise and carry it in a direction that the IP holders probably never imagined. The third movie in the Resident Evil franchise starts by dispensing with more or less the entire body of canon which the two previous films had paid some measure of lip service to. It’s four years later and the world is a bloody shambles, as the T-Virus has decimated plant and animal life across the globe, stolen our water and apparently turned everyone except for Umbrella execs, faceless goons and a handful of survivors into endless hordes of zombies. Umbrella has some operation in the undefined Midwest out of which their resident mad scientist is trying to replicate the creation of a new Alice, whom he can use to synthesize some sort of serum from her blood, but for some reason he’s obsessed with running her through a gauntlet of traps inspired by specific memories of her experiences from the first movie. Meanwhile Alice is on the run, and her destiny as usual is about to converge with some hapless survivors, some of whom made it to the end of the second movie.

Here’s the weird thing about RE: Extinction: as a “movie based on the game” goes, it’s terrible, unless you said that game was Fallout 3, in which case I’d say, “yeah, I can see it.” But as apocalyptic zombie horror flicks go, this one’s not half bad. If they could just jettison the Resident Evil universe baggage, this movie could almost stand on its own as a fun post-apocalyptic romp with zombies.

There are problems, of course. Alice is a super-heroic horror hero with supernatural abilities ranging from amazing wire-fu prowess to randomly functioning psionics that do whatever looks cool on screen or the plot calls for. She’s almost completely gone Mary Sue by now, though the formal transition doesn’t fully happen until the end of the movie.

The movie continues with the pretense of being somehow related to its source IP by naming one character Claire Redfield (played by Jodie Foster kinda-lookalike Ali Larter) even as Umbrella Corp. remains the Big Bad. Wesker appears for the first time in a notable way, as the behind-the-scenes exec who is pulling the strings. The fact that they even bother to puppeteer these characters on stage as if they bear any relationship to their in-game counterparts is amazing. This movie only makes canonical sense if you try to imagine it as a super divergent extreme in GURPS Infinite Worlds, behind multiple other divergent realities from “RE baseline.” If you look at it like that, this reality is Alice 6+n or something.

Okay, so if you take this film for what it is: a post-apocalyptic zombie flick that pretends it has ties to another IP entirely, does it work? Short answer yes, but with caveats. Long answer: yes, and then you get to the end.

The movie holds its own well, and the special effects are really decent this time around (zombies are starting to look good here). The plot is basic survival but done reasonably well. The underlying premise (of a promised land) has been done better in other movies (notably in Mad Max Beyond Thunderdome) but that aside it holds fairly well here. Someone should explain to Anderson and co. that helicopters aren’t usually known for flying vast distances (i.e. across half the country…or to Alaska), though. Well, it’s the future. Maybe they’re running on unobtanium or something. Umbrella seems to have a lot of it lying around (more in a minute on that).

So the movie holds well until Alice gets to the end of the road and seeks to shut down the Umbrella operation that’s been cloning her for experiments. A few weird things happen that just totally derails this film at the end, although not in a “what the hell I can’t enjoy this” sort of way, but more like a “Gee I guess they didn’t really want to do a sequel, eh?” kind of way. Also, a “what the hell is that and why isn’t it more important than all this T-Virus crap?!?!?” sort of way. Specifically:

Clones Clones Clones: at the end of the movie we know Alice is being cloned so they can develop a serum that makes zombies more obedient, although the mad scientist figures out it makes them more aggressive and cunning instead. Then a new AI pops in and informs Alice that her blood holds the cure, possibly, to the whole mess. Okay….typical Hollywood “blood is a serum” approach to Science. I can deal with it.

Then, toward the end, Alice discovers that they aren’t just cloning her a bit, they’ve got a veritable warehouse full of her clones. We’re at the end of the line, and the entire world is starting to look like its going to be populated by only three types of creature now: Alice clones, black-suited Umbrella goons, and zombies. Ay yi yi brain hurts!!!!!

Then a bit of “fridge logic” hits as well, albeit for me it hit while watching: each Alice clone is nurtured in a circular orb of water held together by some sort of projecting force field. Cool, sure. Typical throw-away special effect, I imagine.



Now just consider for a moment what we’re looking at here: not only have Umbrella perfected human cloning, the T-Virus, holographic technology and artificial intelligence, they have also invented some sort of gravity/force controlling projector. Holy crap. They’re so busy unleashing a zombie apocalypse nobody bothered to notice Dept. 13D down the hall had just discovered how to manipulate time, space and gravity....and Dr. Bozo co-opts it for his little sick clone-torturing experiments.

So Umbrella is basically a giant slush organization for mad scientists, and it just so happens that they got a bit carried away with the ones who made a mutagenic zombie-generating, monster-making virus before the guy with the power to control gravity and matter could show them what he had going along with its many world-destroying applications. Gotcha.

The only thing more bizarre than how this film ends is how the sequel starts…hint: it does not start with an army of force-field wielding Alice clones spreading the blood-cure across America. 

Anyway, I give this movie a A- right up until the end, when it goes so far off the rails I can’t even see what letter it earned. Maybe a “W” for “WTF?!?!?”

Next Up: Resident Evil - Retribution Review

Wednesday, October 3, 2012

Speaking of Gaming Blogs and Forums

Realizing that some places have become too toxic to be worth my time made me realize that I don't know of many other places to go for gaming news, info and talk outside of those sites. If anyone has some suggestions I'd love to know. Right now my blog roll is about the only other place I have to read about anything even remotely topical in gaming.

So I know of enworld, rpg.net, therpgsite.com, and....I think that's about it. There's the official company forums at Paizo and WotC, of course....but not much else. Anyone have any suggestions? I would love to know if there are other sites out there for news, info or just general discussion that are infused with a more optimistic look at the hobby (or at least honestly informative and less biased).


UPDATE: OKay I found one promising site, called GMS Magazine. WIll have to investigate further, looks promising. I've only recently discovered the RPG Bloggers Association too, which I had all but forgotten about until I noticed it in my following queue, and am perusing that...a metric ton of good blogs gathered there. Hope is not lost!!!!


Existentialism Attacks!

Since I am determined to get 31 days of horror-related review posts in this month, and I still plan to blog as often as I can on the regular stuff, it means October will once again be a packed month.

Usually when I write posts with some negativity I tend to regret it....often soon after. I let this one slip through today and feel bad about it; I prefer not to get involved in the weird debacle of the internet culture of gaming outside the act of just embracing it whenever possible, so I feel I should redact a lot of what I said here, if only because I really don't want to start anything.

Also, I ran my Wednesday night game again and it reminded me of what I love about the hobby, which is good times, camaraderie, and wacky, unscripted adventures. That, in the end, is what really matters!

So I'm deleting the negative junk I had posted earlier. I prefer not to contribute to that sort of nonsense, anyway.



Keeping this part, though: it's just a "day in the life" moment:

I was walking around the mall with my son, who is an unabashed people-watcher and also, it turns out, a chick magnet. "They did not dress like that in my day," I told him. "You are going to be so lucky when you're old enough. Unless our entire society has some sort of puritanical uprising in the next eighteen years, your adult life is going to be a lot of fun, although we'll have to talk about that when the time comes. Gotta learn some basics, like language, and walking, first."


His response was, "lalalala, dada" and then he smacked me in the face while laughing hysterically because that's the funniest thing ever.

False Leads, Pleasant Surprises and Dismal Failures

Just a few updates today (amidst the ongoing Thirty One Days of Night....I have 16 days of reviews preloaded so far, 14 more to go!).

First: two movies in a row that I thought would make good fodder for the "Thirty One Days of Horror" event did not pan out. I watched Whiteout first, a movie that was reccommended to me as a good horror flick that was "just like The Thing." Mhmmm. Somebody in my network just lost some credibility points! Whiteout was a good movie, but it was only like The Thing in the same way that District 9 was just like Hotel Rwanda. Whiteout was, in fact, a thriller and a sort of spy/suspense/mystery genre film, using Antarctica as its gimmick location. Fun movie, not suitable for the horror review fest I've got going.

The other movie was Super 8, which my wife really wanted to see and even sat down to watch with me. It was simultaneously good and bad, and the obvious effort to pander to the 80's adventure genre was actually off-putting to me. Yes, there's the spunky kid hero and his comedically distinct companions. There's the young female lead that swoons many hearts. There's the embittered dad who has a legacy to live down to while trying to repair the rift with his son. There's the 80's style E.T. monster upgrades for the 21st century and then clouded by so many J.J. Abrams-isms that if you're not intensely annoyed at this movie by the end then you have a stronger constitution than I. I think I liked J.J. Abrams better before I realized he was a one-trick pony.

Game tonight! I am working on generating excitement. I am trying to figure out why I have been less and less motivated to play RPGs lately. I think a chunk of it has to do with my son, honestly. The desire to play Pathfinder tonight is crippled by my much greater desire to go home and see my kid, help him learn and grow. Fatherhood seems to be turning into a much greater reward for me than anything else. It's nice when Real Life puts it all into perspective.

 
I got Resident Evil 6 last night. In a week or two you will see a review of RE 5, and I will hopefully follow up with a review of this one (or a review-in-progress, at least). I'll give you four tidbits for now:

1. If Capcom wants to make movies, they should just make movies, mkay? (Oh wait, they do!)

2. The Leon campaign so far is better than reviewers are giving the game credit for. In fairness to the reviewers I think most of them are saying the Leon campaign is good, and its the next two that have issues, though.

3. Many issues I had with RE 5 have been fixed or altered in RE 6.

4. RE 6 has split-screen co-op. That alone bumps it up a notch over other titles this year.

Aside from all that, there are a number of other new features in RE 6 that I like, but I'll talk more about it once I'm further in, only got a couple hours down so far.



Finally: still plowing through Rift but the game suddenly upped the ante on me with a more methodical gain to the XP pacing. This is massively impacting the odds I'll get anywhere near level 50 by the time Storm Legion arrives. GAAAAAAHHHHH!



That outfit looks really uncomfortable and not at all practical. Wouldn't it pinch?????

Thirty One Days of Horror: Resident Evil: Apocalypse

Day Three: Resident Evil: Apocalypse

Something I forgot to mention about the first Resident Evil film becomes increasingly relevant as the franchise plows along. Specifically: Milla Jovovich.* In many ways these films are like “action porn” for Milla fans. Indeed, by the time you get to the latest the films have to offer, it’s pretty obvious that the Resident Evil trappings are just there to frame the tale around the adventures of Alice, who of course is played by the best female action star to appear this century. The fact that her character takes center stage from the get-go, and all other characters, including the ones named after characters from the games, are there to serve as a frame and foil to her exploits becomes strongly evident with the second film and onward. She’s not quite a Mary Sue…yet….but she’s destined to be, if only for a short time.

Released in 2004, Resident Evil: Apocalypse starts the day after the last film ended, keeping pace (so far) with the chronology of the games (barring the 1998 date of the games vs. the “not too distant future” implied date of the films). A bit of back story reveals that not all is well in Raccoon City, and introduces us to Jill Valentine, or a version of such modeled after the actual Jill from the game universe. This Jill dresses similarly and is quick to shoot zombies as they pop up in the police precinct where she has just been drummed out of service with the STARS (Special tactics and Recon Squad) on trumped up charges. STARS are a sort of SWAT group for the Raccoon City set, and it’s never clear in the movie universe if they are some local independent group or some sort of special deal set up with Umbrella’s approval. In the game universe it’s sort of unclear, too. Almost as if the game were written by Japanese authors with only a loose notion of how US law enforcement worked, or a concern with how to justify why half a dozen heavily armed special ops agents are investigating what seems to be a private mansion conducting modest bioresearch in the middle of nowhere.

The movie then proceeds to break down rapidly in terms of pacing, over-the-top action and an utterly implacable plot with herky-jerky pacing that feels like someone writing the script was trying to squeeze as many elements of the game in as had been explained to them by a third party who had talked to someone who had a son who had played it and explained the plot. Sort of.

All of the story credits on the Resident Evil movies go to Paul W.S. Anderson, who has a list of credits that include a variety of films I’ve never seen, with the noted exception of these movies plus the Death Race film (which was fun but also nonsensical).  He also wrote Pandorum, which means much to me as I plan on watching and reviewing it soon, too. In any case, if I had to guess, I would say that Paul probably didn’t play the RE games before working on his scripts. And if he did, he was probably hampered by two factors: the first being how to translate the game plot to screen, the second by the fact that I’m pretty sure someone behind this movie had the hots for Milla Jovovich. I wonder who. Hmmm. The fact that Paul happens to be her husband makes me a tad suspicious. Also, a tad jealous. (To my lovely wife if you are reading this I mean that in the least offensive way possible!)

Yeah so anyway, keeping in mind that this entire franchise has been co-opted for films to serve as a churning engine of Milla Jovovich action flicks helps to frame what happens from here on out to the series. This is very important, because this is the film that jumps the shark, and it does so by making Milla’s character Alice a super hero. A horror super hero, yeah, but dress it up however you want: she can do super kung-fu, wire-fu, and before the end of the movie she’s even pulling a note from Akira and F.E.A.R. by giving people psionic nose bleeds and “hearing” thoughts occasionally. Oh, and she has this all thanks to being genetically ideal for bonding with the t-virus, making her a compatriot to the Nemesis himself. Yeahhhh…

Still, this movie has moments that work when its characters aren’t being too ridiculously clichéd or one-note for their own good. The best part of the movie was when they were looking for the little girl in the school. The second best part….hmm. Well, okay then. So that was the part that felt most like Resident Evil.

The end sequence was fun, too, if head-scratching. It was also a continuance of the tradition started at the end of the first movie, where the story runs past “stop” and carries on with the frame for the next movie installment.

In the end, this movie is about an event which begins with the tale presented in a game and then rapidly spirals into utter oblivion, ending as a completely new franchise about a psychic super warrior named Alice who just so happens to have some coincidental relations with another universe that it left almost completely behind.

If I had to rank it, I’d give it a D+. The D is for managing to take what could have been a much, much better “zombies invade rural America” film that has been done so much better so many other times, and instead making it kind of a crazy, outlandish wire-fu action hero flick with barely a nod to its source material. That’s okay, though. Later films will make this one look downright canonical and respectful of the IP.

Oh, and the Mary Sue? She's not quite there....yet. But she will be. Oh yes, she will be...

Next up: Resident Evil – Extinction Review



*You can see Milla go from "healthy" to "emaciated" between the first and second movie, too. Kinda scary. Her semi-naked shower scene in the first movie has her looking somewhat healthy and normal, but by the end of Apocalypse she looks like she's on a starvation diet. The ease with which Milla does nude and semi-nude scenes means its possible to notice stuff like this. Purely from a clinical perspective, of course. The clinical perspective being, "you need to eat a bit more before you disappear."

Tuesday, October 2, 2012

Thirty One Days of Horror: Resident Evil - The Movie



Day Two: Resident Evil (the movie)

The first Resident Evil movie arrived in 2002, featuring Milla Jovovich as the lead character. As movies based on game franchises go it was pretty well done, but as anyone who’s sat through more than a few such adaptations can assert, being “better than normal” in this department is sort of like saying, “I’ve eaten plenty of bugs in my time, and as bugs go, this one’s pretty tasty.”

In the film’s defense it actually is pretty good, and unlike later sequels you can easily follow each component back to the source without too much effort. The movie focuses on a squad of Umbrella mercenaries who are sent in to investigate their immense subterranean lab beneath Raccoon City, where they’ve been experimenting with all sorts of unpleasant bio weapon research. Unlike the game, the movie focuses primarily on a cast of characters here to deal with what at first appears to be a rogue AI computer, and set pieces from the game like the mansion and underground subway are given a slight nod but aren’t even remotely as relevant in the movie. Even the zombies from Resident Evil are just one part of the movie’s focus, and not even the main one at that; the numerous high-tech traps of the “Red Queen” AI as well as the licker creature (a late-appearing foe in the first game) are given a great deal of focus.

In many ways this movie complements that game because it could, in theory, be depicting previously unseen elements of the massive and complex mess of plots that comprise the events of the game. Later entries into the game franchise (like RE: Operation Racoon City) even seem to take direct inspiration from the film while trying to meld its many elements together with the game’s. This in some ways makes this first film more significant. It’s possible, after all, that Milla Jovovich’s character Alice is actually a resident of the mansion (or another mansion….Umbrella has a lot of places like this, it seems), and the film follows the games in spirit by demonstrating a large underground Umbrella operation being present, although the demonstrated scope of this facility in the film seems to be far greater than anything the games imply or demonstrate.

If one ignores the fact that Hollywood has never, ever made a video game tie-in that was an accurate depiction of the source game, can it be possible for them to intentionally or accidentally get the thematic elements right? So going by my core criteria for Resident Evil as a game series from last time, how does the film stack up? Let’s See:

(Un)controlled Pacing

You can’t really have a “player” in a movie so this is an unfair comparison. However, you can have plenty of unpredictable or frightening moments in film, and you can punctuate these by building up a slow and methodical pace, then surprising the audience in ways they didn’t expect.

The movie does a fairly good job of attempting this, but fails in the sense that it doesn’t really capture the slow but suspenseful build-up that the original does. The movie tries to frame much of the experience through the eyes of Alice and her erstwhile ally who are both suffering memory loss, allowing them (in theory) to be as surprised as us when they discover things even though they worked for Umbrella. Likewise, the mercenaries seem to understand the sort of employer they work for yet are woefully unprepared for just what it is they might encounter. I give it a C.

Scenery Porn – Horror Style

There are some great moments in this film, with weird sets, moody and disturbing scenes of carnage, industrial equipment and machinery, weird labs and a wide range of such to boot. If you graded the movie a success on this element alone it does a pretty decent job. Unfortunately except for the mansion scenes and the underground railroad very little is directly inspired by the games. B+.

Sense of Isolation

Actually I thought the movie did a pretty decent job here despite its large cast of cannon fodder. You start with a large number of characters, who quickly get whittled away. There are moments where the film engenders a decent sense of claustrophobia (you definitely feel like they’re deep underground) and I never saw anything that felt specifically like a set to me. On the other hand these are a gang of tough mercenaries and special agents; only the poor reporter guy stands out as someone who should be losing their cool in the midst of all this. With so many cast members running around, it’s hard to feel the isolation. I give it a C+.

Resource Management

So how would you go about expressing this theme in a film? Running out of bullets, taking a moment to demonstrate that people are running out of resources, or emphasizing when they do find them. It’s not really a “thing” in the movie, which frames events in a very short time span (I’d have to say that the length of time that passes in the film isn’t much more than a few hours). Hard to grade this, since it’s so specific to the game experience, but the movie could have made it stand out. There is one point where Michelle Rodriguez’s character mentions that they’re running out of bullets, I think. People often seem to run out of ammo in these movies, and usually respond by tossing their guns to the ground. Yeah….give it a C, I guess.

Mystery Unexplained

Well in one sense there’s plenty that remains unexplained in this movie. Enough to do four sequels, it would seem! But not all is obvious…as subsequent reviews shall demonstrate. Needless to say, the movies do attempt to keep plenty open, but mostly for purposes of framing the end of each film to open up for a sequel. In 2002 when this first came out it was a great cliffhanger, which felt like a decent conclusion to the movie and at the same time implying a future sequel.

In the context I intended, which is to say the idea within the games that there remained many unexplained puzzles and implied mysteries or tales yet to be told, the movies do a less than adequate job. The problem here is not even a matter of simply dropping hints or suggestions of things to come or events unseen; it’s a problem with film script writing in general, especially in the genre of action films where plot and exposition will always fall by the wayside. A side effect of this sort of film is the so called “fridge logic” moments, which if the film makers are very lucky transform into “fridge brilliance” moments instead. (I dare you to lose hours of your life looking these terms up on TVtropes).

A fridge logic moment happens when you think about a movie later on and realize some glaring plot holes. Fridge brilliance is when something less obvious suddenly stands out as especially impressive later on. Unfortunately Resident Evil’s first movie has a lot of the former and less of the later. It only gets worse….much, much worse…with later films. The saving grace will boil down to: how much can one overlook the problems inherent in these fridge logic moments, and assume that…at least in the implied universe of the RE movies….such deviations from logic are the norm?

Luckily for the first film there aren’t many…but what it does is set up the stage for the later films to violate logic…and canon…all over the place; but more about those later on. For now, I’ll just ask the following questions and rank this film with a B+ for effort:

That Crazy Laser Trap

How did that laser chamber trap work? Assuming it worked in any way like a conventional laser, what is that material the walls are made of, because if it’s glass then the laser ought to be slicing right through it and the metal framework everything is held up by. The only other explanation is that the laser source is being generated on the surface of the glass and metal frame….but that way lies madness. We’ll ignore the “gridded” trap for the moment, too.

The Licker Crate Conundrum

The lickers were kept in crates in a large containment area. Okay, I can accept this. But if all these creatures are so virulent in their ability to transmit the virus, and there are crates full of them down there, why wouldn’t Umbrella have at least considered the risk, or briefed their team going in? By the second movie the only implication is the entire corporation is managed by psychotics who like to experiment with stuff for fun, but more on that later.

Also, why do we only see one licker escaping? The answer, of course, is “because we could only budget for one and a gaggle of them wouldn’t work in the framework of this movie,” and more do appear in the second film.

Umbrella’s Lack of Faith in the Red Queen

How come no one at Umbrella could speak with the Red Queen to ascertain what had happened? It was never adequately explained, as best I could tell, just why it was assumed that the Red Queen had gone psycho despite the fact that she seemed to be engaging in Umbrella-approved methods of containment (which included gassing the work staff and arming lethal traps). I mean…the Red Queen didn’t build these, right? She’s just in charge of making things happen as it should, a neutral and unbiased personality who’s willing to push the button when the tough decisions need to be made. So why didn’t Umbrella recognize this? My rationalization is that Umbrella is, for such a ridiculously evil, secret corporation with clear government backing, heavily compartmentalized to the point where whomever sent in the initial response team in this movie probably didn’t have a need-to-know, and by the time somebody with familiarity of the situation arrives (at the tail end of the movie) its mostly just to salvage what they can.

Final Verdict

It’s a half-decent attempt at a video game film which manages to tell a story that, while highly deviant from the source, still feels like it “fits,” telling a side-tale that doesn’t entirely contradict the original game story, even if it also doesn’t precisely fit in a round hole/square peg sort of way. Worth seeing though, and taken on its own merits it’s a fun movie to watch even if you know nothing of the games. B+

Next: Resident Evil: Apocalypse in Review

Monday, October 1, 2012

Calendar Countdown to the Apocalypse



Get it here while it's hot! I think I'll pick one of these up, they're going to be fantastic novelty items in a few years.

I can't even joke about it ironically....sigh.....actual familiarity with a subject sucks all the fun out of it. I wonder what it is about western European culture and it's wacky American offshoot that finds itself so obsessed with apocalyptic end times, enough so to co-opt a perfectly legitimate calendar from an entirely unrelated culture just to ascribe special significance to its effectively arbitrary termination/cycle date? After all, the end of the Mayan calendar to its original creator signified one thing: time to make a new calendar for the next cycle.

I think...correct me if I'm wrong....that the next big world-ending event to loom nigh after we get past December 22nd is the 2037 close pass-by of the 2004 MN4 NEO (near Earth object) that will no doubt lead to hillarious shenanigans my son can enjoy (and also hopefully myself at the ripe old age of 66).

In the meantime, I have an intense urge to find this guy, and forcibly shave off all his hair on national television while giving him a wedgie for the impressively anti-science, anti-rational thought show that is Ancient Aliens:



Seriously. Large Hadron Collider being a clear depiction of the Mayan (or Aztec?) Calendar? I'm eagerly awaiting the episode where he explains how ancient aliens brought us Michelin tires.




Y'know, I miss the good 'ol bad 'ol days of the Cold War, when an actual apocalypse was riding on the mental sanity of men like General Curtis LeMay. Now that was an era in which we could all validly place our collective terror of real annihilation.

So next time a wacky relative or friend goes off on a tangent about this (does anyone actually do that who's a real live person not on the internet?) link them this so they can fume and ignore it under the pretense its all a ruse to distract us from the horrible truth.







Thirty One Days of Horror: the Resident Evil Games


Starting October 1st and going until I run out of oomph or actually complete my goal: thirty one days of horror reviews in both cinema and game! I’m going to kick off the week with a look at the Resident Evil franchise…

Day 1: Resident Evil – the original games

Sometimes the scariest thing about a horror franchise is what its owner does with it. In this case, Capcom has managed to take what was a 1996 classic adventure/action title that single-handedly put survival horror as a genre on the map*and over the course of the next 15 years has managed to take that title on a whirlwind survival adventure of its own. From game to film to book, Resident Evil is its own entire domain now, with so many spins and takes you’d think it was suffering from vertigo.

Where am I going with this? I plan to review each of the Resident Evil movies, but to talk about them, I first need to discuss the games. The games set the foundation from which all was to come, and reviewing movies which carry the Resident Evil title requires a look at the games and my interpretation of them, first.

The original game was released in 1996, first as Biohazard in Japan and then under the odd but apparently distinct title we know it as in the United States and elsewhere. This game has a special place in my “personal history of gaming.” It was the first title I purchased for the original Playstation and also the game which motivated me to try many, many other games trying to recapture the lighting that Resident Evil embodied in mood, atmosphere, story and (for the time) game play. For myself, like many others, it was the first time anyone had really experienced a truly frightening and engaging game experience and was key, I often feel, to the early success of the Playstation.

Writing in retrospect about the games is hard, because the gameplay that I found so compelling 16 years ago does not hold up well today. This has led to an interesting problem for fans of survival horror, for as you may have noticed the genre has taken a nosedive according to the consensus of most game journalists and fans. Notable exceptions pop up on occasion (such as Amnesia, Penumbra and the recent wave of Slender Man games) but the apparent prevalence of the genre seems to be absent…..at least, for the franchise which started the genre.

Resident Evil spanned three titles on the original Playstation. I’m not considering spin-off titles here, focusing instead on the core games, the ones which seem to provide the underlying narrative. Resident Evil started the story of a remote mansion in the Aklay Mountains, under investigation by a group of agents belonging to the Special Tactics and Recon Squad (STARS), featuring Chris Redfield and Jill Valentine, the first two heroes of the tale. It progresses to Resident Evil 2, in which the zombie outbreak of the mansion has spread to neighboring Raccoon City and eventually we get to Resident Evil 3 which completes the trilogy, all set in the same region and centered on the same events, portrayed here as happening in 1998. The next proper title in the franchise doesn’t show up until some time later on the next generation of consoles, featuring a new series of tales and foes that take place several years after the Playstation One games.

The original Resident Evil has been revised on more than one occasion, with a Director’s Cut edition followed by a remake on the Gamecube, as well as a “Resident Evil Zero” which served as a Gamecube-exclusive prequel to the original game. To the best of my knowledge none of these titles have been released in a modern HD edition or compilation, though you can get some of them on the Playstation Network for download. I have them, but do not have a PS3 or a PSP on which to play them right now.

If this is a review then the question to be asked is: are they worth your time? The answer is tough, because while the franchise and original games are monumental in what they created, after 16 years they have aged poorly, and may not be suited to everyone’s tastes anymore. The control scheme in particular, as efficient as it was back in the day is potentially nightmarish to someone who has spent too much time with modern day games. Some people mistake the clunky control scheme for being one of the charming traits of survival horror (especially as it was common to see that type of control scheme in other similar titles, such as Silent Hill). Make no mistake: it as a necessary artifact of the era, a crude work-around to the limits of console and PC technology back in the day.
So if you are an old vet, or you have a high tolerance for archaic control schemes, the games might indeed be worth your time to mess with, especially if you can get them on the PSP, where the tiny screen provides the illusion of better graphical fidelity in a land made of very low polygon counts. If you can do this, and you are willing to overlook the graphic limitations of the time, then you have a treat in store. Resident Evil had a lot going for it, and it introduced several key concepts that I feel are extremely important to defining survival horror as a gaming genre, and even have importance in films. Specifically, a countdown on all five defining elements:

Player (Un)controlled Pacing
If you’ve played Resident Evil you’ll remember when you meet the first zombie, or when the dogs show up. In fact, you’ll never forget. Even if you go back and replay it, finding the scene to be mildly amusing now thanks to the quality of the graphics , the memory of that first experience from back when it was all new will always stick with you. I sound snobby dissing the graphics, but I’m not, really…it’s just things have changed so much in terms of graphic quality its impossible to ignore. The fact that these moments in the game are so memorable is a testament to the pacing of the game, and the way it employs slow moments with sudden surprises and unexpected events.
These scenes work because much of the time spent playing Resident Evil is slow paced. You walk all over, you turn slowly, you need to aim carefully when you do fight things and you spend a lot of time looking for exotic and not always obvious clues. You do a lot of adventure game stuff, basically, minus some of the pixel-hunting. And then, suddenly, a giant snake shows up, or dogs, or Wesker or who the hell knows what and the game throws you out of “adventure game” mode and deep into action-holy-crap-what-do-I-do territory. This was a common feature of all the Resident Evil games up through Resident Evil: Code Veronica.


Scenery Porn – Horror Style
I think it goes unrecognized too often, but while the polygonal characters of the original games may not look that exciting now, the static backdrops through which you traversed the game were pretty amazing and still look fairly decent. Resident Evil was one of many games to employ the static backdrop for design, and it did a great job of it. Modern adventure games still employ this technique, and it’s actually a fairly easy way to evoke mood and a sense of disquiet, exploring haunted and evocative locales as you search for clues and answers. This element is what sometimes helped the films along, too. Resident Evil in particular employs a distinct aesthetic, which is tantamount to “baroque research labs gone wrong,” and when the films stick to such environments it does well. More on that later, though.


Sense of Isolation
Resident Evil employed the concept of being alone really well, even when you weren’t (and frankly there were a lot of STARS members running around that mansion in the first game). Limited processing power prevented the first few games from deploying more than a handful of characters in screen at any given time. Younger gamers may find it hard to believe, but there was one a lost age of gaming when people discussed ways of technically rendering more than four creatures on a screen at once. Those days are long gone, but they were a key reason that you never see more than a few zombies in old Resident Evil games at any given time, and it took the later generation of consoles to start to break these limits.

A side effect of such limits was the fact that it forced the writers and designers for these games to build the plot and story around the idea that you met very few people (i.e. remote Mansion near remote mountain town), and when you did they tended to go away conveniently at the end of cut scenes (looking at you, Ada Wong). A downside of this of course meant that ambitious titles like Resident Evil 2 couldn’t often present elaborate sets filled with zombies and survivors. Another downside came later, with the neg-gen wave of titles (Resident Evil 4 and 5 specifically) in which the option to add extra characters changed the story dynamic, and not always for the better. But for the original games, it worked well.

Resource Management
This has been in almost every game, ever. In real life military personnel don’t go off on a mission that may require 4,000 bullets without—you know—taking 4,000 bullets with them. In video games you find ammo lying around. In Resident Evil you find mysterious herbs and mix your own poultices. You find all kinds of stuff lying around, but you try to carry all of it in a fanny pack, apparently, for the scope of your inventory. This is a deliberate game play feature, of course, but it also contributes greatly to the suspense and helps to enhance the horror element, especially when you realize you need to start counting bullets. Later additions to the franchise got away from this a bit, and some wannabe titles ditch it entirely, and often to deleterious effect.

Mystery Unexplained
By this I mean, “Lots of mysteries, and you don’t know if you’ve figured it all out by the end.” Sometimes this is because the writers didn’t bother to explain something, or maybe the localization missed some subtle detail in translating the game to English (ala Jill, master of lockpicks). Sometimes its because this is a game, after all, and for all the story elements needed to string events along it’s occasionally necessary to include something which borders on the nonsensical in any in-universe explanation, until a later sequel figures out a way to use that errant bit of data.
Not all enigmas in Resident Evil are good: chess piece keys and that guy who follows you around selling weapons in Resident Evil 4 are two painful examples of immersion-testing nonsense. However, many things which go unexplained in one game lead directly into the rather more robust canon that emerges in later sequels. Resident Evil Zero and Code: Veronica are both instances where the whispered hints of the Umbrella deviancy in the first game are magnified into full-blown Machiavellian plots for later titles. Wesker, creepy guy on the take in the original game emerges as a godlike test subject for evil by Resident Evil 5 (and apparently has a son in the forthcoming Resident Evil 6).

But the important thing, of course, is that for every mystery you resolve or every Umbrella facility you blow up by the end of the game, the implication should be that there is so much more your protagonists has barely scratched the surface on.

Summary

This is mostly an overview of the games (especially the original three), and I may write more about specific Resident Evil titles later in the month, but this overview helps set up the framework for the forthcoming movie reviews. For now, remember the following key features that I feel help define the special subgenre of Resident Evil: horror scenery porn, unexplained mysteries, methodical and slow (player-driven) pacing interrupted by sudden shocks and over-the-top action, resource management, and an overwhelming and tension-inducing sense of isolation. There’s no one to back you up, and if there is, they might be out to get you, too.

Next: Resident Evil (the movie)


*It didn’t create the genre, but it did make it a “thing.” Alone in the Dark was, near as I can tell, the progenitor of this style of game, but RE put the survival into the horror.